3 — Production Begins...
Marks the house named as started, which is what lets its factories act on the choices its AI has already made.
Editor data
- Numeric ID
3- Engine ID
TACTION_BEGIN_PRODUCTION- Editor name
- Production Begins...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,3,0,<House>,0,0,0,0,An unstarted house is not idle in the sense the editor text suggests. It goes on working out which structure, vehicle, soldier and aircraft it wants next; what it cannot do is put any of them in hand, because every factory it owns passes the choice over. Production owns the mark, the three marks it travels with, and the other routes that set it.
Valid values
- A house available to the scenario. It is matched by country against the houses the scenario plays.
Caveats
- A computer house whose IQ reaches the production threshold sets the mark itself on its next AI pass, so for such a house the action changes nothing and the house was already building long before the trigger ran. Outside a campaign game every computer house holds the maximum IQ, which meets any threshold at or below that ceiling.
- Nothing takes the mark away again, and no action, mission or setting clears it.
- A human-controlled house's production runs from the sidebar and does not consult the mark, so this action makes no difference to one.
- Naming no house does nothing at all. Naming a country that no house in the scenario plays leaves the house unresolved, and the action writes through the unresolved result.